The idea is writing a memory manager that allocates a bunch of memory at a time to minimize malloc and free calls, i've tried writing this by my self two times but both times i ran into the problem of defragmenting memory.
You could just check if a block is empty every so often, and if it is empty delete it. But let's say your blocks are 100 bytes each, first you allocate 20 bytes of memory, this will create a new 100 byte block because no blocks exist yet, then you allocate 80 bytes and this fills the first block, then you allocate another 20 bytes and this will create another new block because this first block is full, then you free the second allocation (80 bytes) and that leaves you with two blocks of which only the first 20 bytes are used, this means you have 100 bytes allocated that could be freed by moving the 20 bytes from the second block into the first block and deleting the second block.
These are the problems i ran into:
- you can't move the memory around because this means all pointers to that memory will have to be updated, and for that to happen you need to know their addresses, which you don't;
- 100 bytes is a very small block size, what if i want to store a very low-res (64,64) ARGB image in memory? This will use 16KB of memory and moving all of that might be even slower than just not writing a memory manager at all.
Is it even worth it writing a custom memory manager after all that?